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Shade2

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THIS THREAD IS NO LONGER CURRENT OR GOOD IN ANY WAY! PLEASE GO TO THIS NEW THREAD!



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Attention!
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We are looking for team members to make this! In particular we want:

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Portrait artists to make orcs, undead, and Imperial moustaches!
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Event scripters to make the world come alive!
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Tireless drudges to fill the histories with names and dates!
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Anything else!


Geheimnisnacht - The Night of Mysteries, as it is known in the Empire. On this night, the dark moon Morrslieb casts its unholy light upon the world below. Sorcerous magic is empowered dangerously, the dead shift in shallow graves, and babies are born into a cursed and uncertain life. It is the night that daemonologist cast the most dangerous pacts and beastmen are driven into a frenzy. On this night, the fate of the world may be decided.

This mod is set in the world of Warhammer Fantasy Battle, a grim and dark late medieval setting by Games Workshop. In it, you have all your favourite fantasy things like dwarfs, orcs, and magic, but it's all much more grimdark.


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Two Thousand and Ten, by Imperial reckoning
The first bookmark set is in the year 2010 IC, starting on the morning after Geheimnisnacht. This day is much more important than most others, and not just because an evil moon once again spewed its guts out at the planet.

The vampire Vlad von Carstein has officially begun his invasion of the Empire. The ancient and once-proud Empire has been split into competing claimants and independent states, the last vestiges of unity disappearing following the transparently corrupt Imperial election of 1979. Now there are four self-styled Emperors, and Vlad von Carstein intends to subjugate them all. Should he succeed, history will take a very different turn.

The Kingdom of Bretonnia is reeling in repeated crisis. Chaos-maddened Norscans infest the coast after the attempted invasion of L'Anguille. Orcs pour down from their mountain lairs, seeking a challenge from the complacent nobility of the realm. Beastmen rage across the southern marches, razing villages and despoiling ancient woodlands.

The young Tsardom of Kislev struggles to bring its fiercely independent people together, as the increasingly aggressive tribes of the north threaten to engulf the land. Uniting the Gospodar, Ungol and Ropsmann people will take more than luck and determination, it will need a new champion of Ursun to instil ferocity in the faithful.

In the distant north, the cracked tundra flows and mixes with the realm of Chaos. Kurgan and Hung warlords rally their tribes in endless conflict, hoping to eliminate the weak and gain the favour of their dark gods. The occasional fervent wanderer from the south finds their way here, seeking power denied. The Everchosen Khaardun the Gloried has already built his grand host, but he has a little problem with being possessed by an unhelpful daemon in Mordheim...

Far to the south, the petty states of Estalia and Tilea feud and plot, their distance granting them some safety from the madness in the north. Still, they remain the closest to the verminous hordes of the Skaven.

Beyond them, the Sultans and Emirs of Araby uneasily border the Tomb Kings of Nehekhara. The dead walk, but seem content to consolidate their own lands.

Beneath the World's Edge Mountains, the dwarfs fight and die in a stubborn defense of the realm. Across the mountains, the Darklands teem with Greenskins. In the northern wastes, the cruel Chaos Dwarfs of Zharr Naggrund toil ceaselessly in devotion to their Dark Father Hashut.

This is the world, 2010 years since Sigmar founded the Empire.



How much Warhammer is this?
This mod hopes to include all manner of sentient and near-sentient humanoid being, within a reasonable distance from the Old World. From the reaches of the Chaos Wastes to the deserts of Araby, all the way to the fetid course of the River Ruin at the edge of the Mountains of Mourn. Much like your regular Crusader Kings experience, there will be politics and dynasties aplenty, with the added thrills of being possessed by daemons, being eaten by dragons, and being burned at the stake for witchcraft.

Ultimately, the setting is about trying to destroy or preserve the world. While most ravaging madmen are conveniently located in the far north, isolated from anything valuable to break, they occasionally unite under a very large madman and move south. There is also a distressing pattern of upstanding figures going evil despite living in the south, so you'll have to keep an eye on them, too. Basically, suspect everyone, even yourself.






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Shade2

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Creatures
Human
Humans are by far the most common creatures in this world, or is that orcs? In any case, they are the most widespread. From the frigid Chaos Wastes to sun-drenched Araby, humans are everywhere. They can worship a wide variety of gods, fall prey to vampirism, and are very susceptible to Chaos. Sigmar is the best human.

Elf
Elfs are not very common, especially in the Old World. They tend to live across the sea in Ulthuan and Naggaroth. Despite their differences, the Druchii, Asur and Asrai are still the same species.

Dwarf
Dwarfs are very old and stubborn. Karaz Ankor is the ancient High Kingdom that runs beneath the mountains of the Old World, making them neighbours of almost everyone. Drak Ankor in the far north is an offshoot culture of Norse Dwarfs. They're kind of weird, but they're still dwarfs.

Halfling
Halflings are degenerate, inbred kleptomaniacs with names like Goldy and Hamfast. They would like to share the good word of Pie Week with you. They almost all live in the Moot, which was technically stolen from Averland and Stirland by a corrupt Emperor a thousand years ago.

Chaos Dwarf
Although dwarfs are very resistant to Chaos and magic in general, these Dawi Zharr have found a way. They're gleefully insane, cruel magic users who live inside volcanoes and turn to stone because they shouldn't be using magic.

Orc
Orcs are thuggish hooligans who love fightin', lootin', burnin', krumpin', and zoggin'. They are mean, green sentient fungi who use teef as currency, chose leaders based on how big they are, and their magic is made by fightin' and krumpin', so they have a lot of magic.

Goblin
Goblins are much like orcs, but can't get away with most of their tomfoolery due to being smaller and stupider. They compensate by being much more sneaky and kunnin'. They are often used as munitions in orc katapults.

Snotling
Snotlings are the puniest greenskins, and are about as brave and smart as decapitated chickens. They aren't really capable of being proper characters, but they are in-game so that auto-generated female courtiers can be used for something, as greenskin cultures only work as Agnatic. Food and munitions are the most common occupations of snotlings.

Nehekharan
Once the birthplace of human civilisation, Nehekhara was destroyed by the sorceror Nagash only to be raised to unlife by his necromantic powers. Now the deathless lords hold court in their ancient palaces, guarded by mindless servants and immense constructs.

Beastman
Beastmen are cursed half-human, half-beast. Some are born of human parents in particularly unfortunate circumstances, but the majority are from self-sustaining tribes that lurk in the forests and mountains of the Old World. They are extremely violent and cruel, and absolutely hate civilisation. They are often used as fodder by enterprising Chaos warlords.

Skaven
Skaven are evil rat-men who live beneath the sewers, and they've built their own world-spanning empire beneath the surface. Their favourite pursuits are killing each other, stealing dwarf strongholds, and looting chunks of warpstone from Mordheim. Their forces are a mix of ill-equipped slave hordes and giant laser guns. Someday they will conquer the world, but before that happens they must perfect their giant laser-hamster-wheel-tanks.

Skink
The unassuming skink is the true master of the lizardman empire. While the Slann ponder the deeper mysteries of half-forgotten prophecies, and their larger cousins are muscle-headed simpletons, skinks organise, build and fight.

Ogre
Ogres have two settings: Smash and Eat. Smash usually leads to Eat, so that works out well for them. Sometimes they just go straight to Eat. They typically live in the Mountains of Mourn, beyond the River Ruin, but they often appear to offer their services as mercenaries. Being paid to smash and eat is a good business model for them.

Old World Religions
Sigmar
The Cult of Sigmar is probably the most important religion in the Empire. Under the supervision of the Grand Theogonist, the faith maintains the tenets of the deified Emperor Sigmar. The faith is strongest in the southern and more civilised regions of the Empire and is still common in many other places.

Ulric
The most powerful cult in the northern Empire is that of Ulric, headed by the Ar-Ulric in Middenheim. The White Wolf is a popular choice in the cold and dangerous forests of Middenland, Hochland, and much of Ostland.

Taal
In the ancient forests in the centre of the Empire, Taal and Rhya are very popular deities. Reverence of nature, the wild, and the harvest are taken very seriously.

Myrmidia
The worship of Myrmidia, lady of war, tactics and wisdom, is native to the southern states of Tilea and Estalia. Her tenets tend to relate to civilisation and refinement, and her holy book is as much war manual as spiritual guide. There are two very large, militant sects in Remas and Magritta, each claiming that their city was the true origin of Myrmidia's mortal avatar.

Ursun
A major part of the Kislevite pantheon, the bear god Ursun is a popular figure in the north. His friends Tor and Dazh also feature heavily.

Grail
The Lady of the Lake is the patron of Bretonnia, chivalry and nobility. Non-nobles are forbidden from worshipping her on pain of death. Virtuous knights go on a Quest, and when they are deemed worthy are permitted to drink from the Grail. Rumours of the Lady being a fabrication by local elves in Athel Loren are completely false, she's totally a legitimate deity.

Manann
Manann is the lord of the sea and great rivers. Obviously, this means worship of him rarely travels far inland, but on the coast most peasants and nobles will find the time to give him their attention. Fishers, traders, explorers and even pirates are the most likely followers of Manann, and enemy of Stromfels. In particular, Manann has strong influence in Marienburg, much to the chagrin of the Cult of Sigmar

Shallya
The Old World is full of pain and hardship, and Shallya is there to help. By far the most widely loved and acknowledged deity, Shallya is still not the patron of kings or warlords, but remains with the peasantry in their daily struggles.

Halfling
The Halfling faith is confusing to the humans of the Empire. The most common features are a deep reverence for pies and a nodding appreciation of Sigmar.

Old God Religions
Stromfels
Who is the true master of the seas? Stromfels. Pirates and raiders cast aside the gods and laws of the land, pledging their devotion to the cruel and uncaring God of Storms. Their lawless ways and disregard for the institutions of the mainland can be seen in the Pirate Principality of Sartosa and other scattered dens of iniquity.

Norscan Gods
In the harsh land of Norsca, complacency is a deathwish and everything must be done to survive. The Norse religion is hypersuperstitious, expecting spirits and guardians to be lurking in every river, cave and forest. The traditions and rituals are designed to appease them, and suitably fearsome gods such as Ulric and Ursun also recieve attention. Unfortunately for the Norscans, some of these 'spirits' are in fact daemons, or even the Chaos gods themselves. Despite the unforgiving odds, the Norscans manage a state of semi-independence from the whims of Chaos, and only spend about half their time invading the lands to the south.

Chaos Religions
Chaos Undivided
Khorne, Nurgle, Tzeentch and Slaanesh embody the greatest strengths and worst failures of humanity and other sentient creatures. Although they are fiercely competitive and are fundamentally opposed to each other, they are united by the desire to corrupt and devour the entire world. It is the moments when they act together that the world trembles. A champion of Chaos Undivided will usually have the full power of Chaos itself at their disposal, and are the best candidates for leading a Chaos Incursion.

Khorne
Khorne is the strongest Chaos God by far, the lord of bloodshed, slaughter, war and rage, in addition to martial skill, honour and selfless devotion. In this world, the endless conflict of the inhabitants ensures he is never without skulls to harvest, and all too often righteous warriors find themselves unwittingly submitting to his simple, all-consuming drive. Khorne hates magic and those who wield it, preferring the visceral satisfaction of personal combat. A champion of Khorne is a master of war and slaughter, and will be driven to ever-greater feats of bloodshed and insanity. Those who lose control completely are reduced to self-destructive battle fodder.

Nurgle
The Plaguefather is loving and caring to all of his children. He is the master of life, death, stagnation, despair and rot. The crushed and downtrodden find solace in his unconditional love, and those terrified by their own mortality find new life as the deathless carriers of plague and disease. Life is bleak and unpromising, and Father Nurgle is there to bring everyone down to the same joyous level. Being consumed by Nurgle's power typically results in falling apart as your gangrenous limbs detach and your cancerous organs erupt.

Tzeentch
The Shifter is the hardest to predict and understand. Change, mutation, discovery, and magic itself are his domain. The scheming prince will be inspired by a devious plot, and the outcast hedge-wizard will find a patron who encourages their individuality and arcane power. His plans are endless and inscrutable. As the embodiment of exceptionalism and growth, Tzeentch is the nemesis of Nurgle, and Khorne reviles his sorcerous ways. Losing yourself to his power often leads to spontaneous and uncontrollable mutation and warping of the flesh, often leading to Chaos Spawndom.

Slaanesh
The weakest of the Ruinous Powers. The Dark Prince is the spirit of creativity, self-indulgence and pride. The obsessive perfectionist, the lustful hedonist, and the vain egomaniac all stand at the beginning of a dark path. As the god of selfish, inward excess, Slaanesh is most opposed by Khorne, who demands outward action and the complete submission to glorious bloodshed. Those who become too self-absorbed become hollow shells, incapable or unwilling to experience the world, trapped inside their own delusions.

Hashut
Hashut is the Father of Darkness, prime deity of the Chaos Dwarfs. He is rumoured to have once been a daemon of Khorne, but with the worship of the Dawi Zharr he is now something more. Bronze, brass, flame and sacrifice are his favourite things, and degenerate twisting magic is heaped upon his followers. Though dwarfs are naturally resistant to magic, the long and willing exposure to his power has warped his dwarfs into true mutants.

Other Religions
Gork & Mork
Gork and Mork are the twin orc deities. They are the epitome of orckind, yet are very different from each other. One is brutally kunning, and the other is kunninly brutal. That is to say, one will hit you when you aren't looking, while the other hits you when you are.

Ancestral
To the dwarfs, there are none greater than their oldest ancestors, particularly the living gods. They were the ones who carved out the ancient realms that still stand today, drove back the greenskins, and fought against Chaos. To emulate and honour their deeds is the height of sensibility.
 
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Bad_Haggis

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Bad_Haggis

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We're the same team we are just announcing that we are actually making it and its not just an idea.

Ah, was worried that you guys had given up the ghost :D.

Good job.
 

illathid

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I'm glad everyone is so excited for this mod. We've been making daily sacrifices to the Ruinous Powers to reach this point. ;)

I also want to give a big shout out to our glorious leader Shade, who has done so much for this mod. Hopefully we can start giving you guys some more information soon.
 

Calantyr

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Creatures and Religions
Lady of the Lake
Rumours of the Lady being a fabrication by local elfs in Athel Loren are completely false, she's totally a legitimate deity.

Hahaha, very succinctly put.
 

Aerrae

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Looks good, well made fantasy mods are always welcome on my hard drive.

Personally I would make halflings courtiers that occasionally show up in your court, much like the eunuchs from some in-game event. What kind of a sick, perverted soul would play as a halfling anyway.

Bookmarking this for checking up on later.

EDIT: Also seems to lack Gork & Mork, WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGHH!
 
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